====== 08. New Monster Types ======

===== Horde =====

A horde (like a swarm) is a collection of Small or Medium creatures that
acts as a single creature. A horde has the characteristics of its type, except as
noted here. A horde has a single pool of Hit Dice and hit points, a single initiative
modifier, a single speed, and a single Armor Class. A horde makes
saving throws as a single creature. A single horde occupies a square (if it is
made up of nonflying creatures) or a cube (of flying creatures) 20 feet on a
side, but its reach is 5 feet, like that of its component creatures. In order to
attack, it moves adjacent to an opponent's space. A horde can move through
squares occupied by enemies and vice versa without impediment, although
the horde provokes an attack of opportunity if it does so. A horde can move
through spaces large enough for its component creatures.

A horde of creatures consists of 30 nonflying creatures or 90 flying
creatures. Larger hordes are represented by multiples of single hordes.
The area occupied by a large horde is completely shapable, though the
horde usually remains in contiguous squares.

**Horde Traits**: A horde has no clear front or back and no discernable
anatomy, so it is not subject to critical hits or flanking. Reducing a horde
to 0 hit points or lower destroys it. Hordes are never staggered or
reduced to a dying state by damage. Also, they cannot be tripped, grappled,
or bull rushed<del>, and they cannot grapple an opponent</del>.

A horde is immune to any spell or effect that targets a specific number
of creatures (including single-target spells such as disintegrate),
with the exception of mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects) if the horde has an Intelligence
score and a hive mind. A horde takes twice as much damage from spells
or effects that affect an area, such as thrown weapons with a splash effect
and many evocation spells.

Hordes cannot be grappled but have a +4 bonus for grappling others.

Hordes use the saves of their component creatures.

A horde rendered unconscious by means of nonlethal damage
becomes disorganized and dispersed, and does not reform until its hit
points exceed its nonlethal damage.

Horde Attack: Creatures with the horde subtype do not make standard
melee attacks. Instead, they receive a single attack roll for all of the
component creatures, based on the HD of the component type of creature,
such that a horde of 30 dretch, would have a BAB of +60 (2HD x 30).
If they hit the target, they deal damage according to the table below.
Horde attacks are not subject to a miss chance for concealment or cover.
The amount of damage a horde deals is based on its Hit Dice, as shown
below.

^              Horde Attack Damage              ^^
^ Horde HD    ^ Base Damage                      ^
| 1-10        | 1x base damage of creature type  |
| 11-20       | 2x base damage of creature type  |
| 21-40       | 3x base damage of creature type  |
| 41-80       | 4x base damage of creature type  |
| 81 or more  | 5x base damage of creature type  |


A horde's attacks are nonmagical, unless the horde's description states
otherwise. Damage reduction sufficient to reduce a horde attack's damage
to 0, being incorporeal, and other special abilities usually give a creature
immunity (or at least resistance) to damage from a horde. Some
hordes also have acid, poison, blood drain, or other special attacks in
addition to normal damage.

Special attacks that inflict damage use the multiple for the attack
damage -1 (to a minimum of 1) to determine the additional damage.
Special attacks that require saves, such as poison, require only one save
per attack but have the DC increased by 4.

**Undead Hordes and Turning**: The focus of negative energy that is
an undead horde makes it difficult to turn. Any attempts to do so suffer
a -4 circumstance penalty to the turning check. A cleric who would successfully
turn the undead that compose a horde, instead causes 2 points
of damage per HD of undead turned. A cleric who is powerful enough to
destroy the undead that compose the horde instead inflicts 1d6 points of
damage on the horde for every HD of undead she would have destroyed.
